#ue4-general
1 messages ยท Page 159 of 1
in almost all ways
only thing I don't like in fortnite is the manipulative ways of them handling the monetization
I dont think so
I like the feel of pubg
they have totally different playstyles so it;s hard to compare them
more of a personal preference
well, it's a) polished b) has WAY better pacing (you don't just grind loot endless to get shot in the face once)
c) lacks micromanagements on gear (which improves pacing)
I hate b) and c) on pubg
and that it looks like crap on my gtx970
I have blurry textures due to their naive implementation
I have a 1060 and it runs smoothly and looks pretty nice. Duh the cartoony game will run better
I usually just feel frustrated after few rounds of pubg
fortnite doesn't make me annoyed
you literally do the endless grinding for most of the time
PUBG I think is just harder, most my friends and I just play pubg bc it;s easier
right, they play different
I don't see pubg necessarily harder game, but it focuses too much in grinding and micromanagement to be enjoyable for me
sure the fps mode is more traditional shooter
but it's not a good fps game tbh
controls don't feel good in first person
not like in polished fps games anyway
but pubg isn't polished game from any aspect
all these taken into account
I hate the fact it has been so succesful, as it's so lazy job for many parts
You can point at anything bad in PUBG and say it's unpolished, instead of having to say it's bad design.
I can get my hat off for indies that made a successful game if it's properly done
I mean duh epic games the maker of a game engine with alot of experieced game devs will make a more polished game
well, I think it's unpolished and design could borrow aspects from fortnite BR
but i still find PUBG fun regardless
as pacing really is way better in fortnite
again, these are only my opinions
I don't like for example static world in pubg
some pubg clones actually have destructible environments
destructable environments are being worked on rn I believe
I can't tell if PUBG actually has good map design, or if the game mode is just particularly forgiving and they pretend to have good map design as an excuse for not having randomness.
in pubg
oh yeah, fortnite does have some same meshes but repetition is really heavy on pubg, due to how their buildings work
I don't like that you get to memorize every 10 different building layouts after few games and then you know the layout of the next building regardless if you've visited that part of the map or not
is it that bad
it's pretty crap, yes
๐ค
it's copy/paste all over it
yet, players like it
so, people don't expect quality games anymore
(nothing new tho)
I swear there was an article about PUBG bragging about their map design.
I assume since the success of the game, they will keep polishing it though
they are actually bringing new map on 1.0
squad was not so good for a long time but shaped up well
which launches in 3 hours I think
can't bother opening steam front page to find out
probably
curious to see if they've made the assets themselves this time around
or if they still slap the cheapest marketplace asset packs over the level ๐
there is a correlation between the MP xmas sale and their new map release
I mean, I can expect that from smalltime devs
๐ค
Alright, not quite bragging, but there was some ado (maybe not their fault)
https://www.gamasutra.com/view/news/296881/Designing_the_giant_battle_royale_maps_of_Playerunknowns_Battlegrounds.php
"When creating the map, our goal was to make each match feel different. Adding more environment types and locations to the map helped us achieve this.โ
The No-Shit-Sherlock style of Guruing.
also them making the blue zone even more dangerous in the end made the game even worse for me
I constantly die outside of the playarea in the end now
sure, they want players to move faster
but it's not always that easy
they are trying to fix the pacing by artificially lowering peoples HP and forcing them to run in the open instead of making tactical decisions
so the person who gets to the place first always holds an advantage
hmmm
and not the person who got randomly thrown into different end of the map
can you run and gun
you usually get killed that way ๐
Yeah, probably need to shrink the map and add more cover, which maybe what they will do with the new map
some smg are ok but you can't like run and shoot from hipfire and live to win the game
too much open space makes rifles / snipers the only weapons to use, and massivley slows a game down
end up with a slow game with little loadout variety
That will appeal to some players.
that game also rewards camping way too much
sure you have to move when the zone shifts
sounds a lot like dayz style lol
you see campers on every round in pubg, not so much in fortnite br
but yeah, I'll stop now
if it bugs you a lot like that, probably means you want to like it lol
it could be so much better game
and I secretly hope someone else does it regardless how much brendan whines about people ripping HIS genre
ok, not so secretly
Realistically there are a lot of open world games that are super polished out now, that if they merely added the koth gamemode like fortnite
it would be a win
That's assuming polish appeals to people who enjoy pubg.
I mean games like csgo arent polished anymore now adays but people still love it
although i think csgo is ass
thats a whole nother debate tho
but cs was always optimized game tho?
yes but the engine and graphics are out of date
for the time period
but people still love it
is the point
'its not always about graphics
is what im saying
oh, but my point in lack of polish is actually it running like crap
if I dial down the graphics, I get 60fps
You know it must have cutting edge graphics because it's bringing your cutting edge PC to its knees. ๐
but it doesn't look anything like game with this gear should look like
Crysis syndrome.
@maiden swift do people actually donate money to your paypal?
just noticed the donate link
๐ค
isn't there one now?
probably few before that
@cursive dirge Yes, occasionally.
want to be able to toggle tessellation through ui settings
so amd users can enjoy crappy graphics
is this actually possible
I have plugin with two modules. One runtime and one editor. When trying to use PIE Standalobe Game, it tries to.load editor module, obviously fails and crashes. Tried to change it to runtime, but then editor won't even load..
Anyone had this issue ?
where can I find a sound guy for my game ? Any advice is appreciated.
What sound guy
Is there anything in UE4 like a volumetric trace ? For example if I wanted to look for very small objects, rather than walls.
Oh yeah, capsule trace.
box, capsule, sphere
if you want to dig into it, you can create any shape using Physx
Yeah, a box is fine ๐
Has anyone seen this?
Not sure if this goes here
Crytek in a nutshell
Yeah
Crisis in the nutshell
^
@floral pagoda think next crisis game what contain unpaid wages what some persons protest in closed branch and Crisis groups are send against them
I think Crytek will be insolvent by GDC
It's a sad story tbh
It really is
they are even trying to scam people with crycash
Yeah... I still do not know what crycash is
an ICO scam
fork bitcoin or create your own coin on top of ethereum, create a few of those coins, sell them for real money
crycash is actually the lazier of the bunch, with just a coin on top of ethereum
it is
on some countries like china
oh wow
the process goes as this:
it will be illegal elsewhere too, by the time people young enough to know about it get in office
you copypaste token code from some public repo
Probably early 2050s
create a contract that generates money, that starts with 1000 coins
the contract sells you one coin for X ethereum
and then lets you trade them freely with other guys
literally the same as selling wow gold
i really dont know why im not doing that scam myself
its a hella easy one
takes 20 minutes to set up, the rest is creating a legit looking website and a legit looking "product"
this is exactly what crytek did. They created a run of the mill ethereum token, and they say you will be able to use those coins in their gaming service
So it's contingent on Ethereum? Neat. I thought they were basically dogecoin clones.
no, a dogecoin clone is too much effort
(Also not very Unreal related. Unless you want to make an Unrealcoin?)
ethereum tokensare a lot lazier
they are just a database stored in the ethereum blockchain
ethereum is a cryptocoin that can be used to run actual programs. You put this programs in the blockchain, and they can do stuff
what crytek did is coppyasta a typical token program, wich is just an automatic ethereum "account" that stores how much money every user has
a dogecoin clone cant easily by faked and you cant "just print" more coins every time you want
an ethereum contract can allow you to generate tokens out of air, and to lock people accounts, and other things. If you code them in the program of course
here you have an article that tells you how to do what crytek has done with crycash
Oh nice
the article will explain the actual details
I...I'm not actually convinced this will take as long as 20 minutes.
https://genesis.vision/ for that
hello!
Could someone help me a bit with making one build.cs file work for 4.18 version?
BuildConfiguration.RelativeEnginePath is called. Compiler says BuildConfiguration is obsolete. What do I need to call to get the RelativeEnginePath now?
@hazy lynx just make a throwaway new project from template and examine it's build.cs
then examine some 4.18 plugins build.cs
but I found I could replace BuildConfiguration .RelativeEnginePath with Target.RelativeEnginePath
works
by the way, anyone worked with IHeadMountedDisplay?
I had a plugin that used GetCurrentOrientationAndPosition function. It seems to be gone in 4.18
I keep getting "Texture Streaming Pool Over" ~50-100MBs, based on this https://answers.unrealengine.com/questions/343646/texture-streaming-pool-over.html, I increased the value to 512, and it seems to be removed...
So, what's a sane value for r.Streaming.PoolSize?
Am I going to be screwing myself over later by tweaking this?
I had this set to much more than 512, and didn't see any issues in production. I'd be curious to know if adverse issues can be caused by it
I think we have 2048 ourselves
Ok, well, that would explain why I'm hitting it so soon at 512... all I have right now is terrain, trees, rocks and flora, and I was concerned I'm already hitting some max before even placing the baddies.
512 is a low value. 2048 is pretty high - we're talking about VRAM here, so it still has to fit on GPUs you target with your game
I'd say 1024 is probably a good value for PC, if you can stay under that
@cloud cobalt thank you, I appreciate both the suggestion and reasoning.
Can anyone recommend a resource for learning about packaging a project? All of the tutorials I found are very specific and don't go into too much detail regarding error handling or troubleshooting. I've got some errors I want to figure out
It's going to be a good day when we can just say "Yeah use 12gb of vram for everyone"
Next console gen, probably
Dunno how much memory games can dedicated to the GPU on a PS4, but probably 3GB ? 4 ?
probably less
all memory is shared, so it'll differ from game to game
either way, XBOne is the limiting factor generally, as it has 5GB of shared memory available
whatever you want
ps4 is configurable
and right now they just fully integrated it, so the OS maps the gpu memory or cpu memory as it sees fit
you just use mem and thats it
@wary wave I know, I was kind of speculating on what games might be able to use in the real world
Like - how much an UE4 game could allocate to texture streaming.
probably up to around 7GB, I'd hazard a guess
(on the Ps4)
of course this leaves no space for pretty much anything else
How does the Unreal Engine handle Mouse Inputs, acceleration decceleration mouse smoothing etc... ? How did you do it? Asking for a FPS Game. Actually you want all to be off.
Can anyone dm me about business registration please need some advise
that would be specific to your own country
Okay anyone in the UK
Setting up a company in the UK can be expensive, so my advice would be 'don't' unless you have a solid business plan and suitable backing
ยฃ12 doesn't sound expensive
But okay I will hold off for now
I still should research more
that's just a registry fee
you will however inevitably end up using a solicitor, and you will probably also want an accountant
both of them will charge you for their time
I don't live in the UK but over here you'd also need a specific bank account that's more expensive than regular consumer accounts
that would be normal in the UK, but those business accounts don't tend to be expensive
but it's also not actually a requirement to my knowledge
@bitter iris You should definitely get real legal advice
I found that some people who start companies have no clue about companies
I've been told I don't really need to register my business until we release the game
Once I start earning money I will just higher an accountant, lawyer etc..
Sorry for wasting time
Yeah, register two months before launching so that you can get Steam set up
Companies suppose to make money, so obviously banks want part of it :p
Well more like three months depending on how long it takes
For us, it took around a month to register the company, and more than a month to have Steam confirm our legal status, plus the necessary build review time - so around three months with zero margin left
Country tax system only cares for oyu to register company when you make money
before that you can silently make whatever you like
ofcorse every bussiness man gonna tell you that even so you getting loss from cost of developing the game anyway at that stage
@bitter iris you rather registed your business before you need to sign contracts. Like if you want to hire someone or commission work. Otherwise, the contract is between two physical people and this can have complications.
like for example, someone from your team, commisions content for your game, when content is passed to them (meaning creator doesn't own it anymore) they become the owner of that content untill they pass it back to you or your company.
Owning content can be a good and bad thing as you become responsible for it. When company (limited liability at least) owns some IP, its a company who is viable for a lawsuit if that content breaches someone else IP, not you as company owner. When you own content yourselve, you can be sued directly.
Can't seem to find the Sun Temple demo anywhere on the Marketplace. Anyone know why?
hey people!
Unable to start my project on 4.18. log says
LogWindows: Missing import: UE4Editor-ApexDestruction.dll
anyone had this issue perhaps?
Quick request: can someone make an ini file which lowers all the graphics settings to the lowest possible?
@hazy lynx try building your project from Visual Studio
first run a code analysis, then build it
@plush yew doing that
added ApexDestruction to PrivateDependencyModuleNames
rebuilt everything
ApexDestruction being the name of your game module or an external plugin/dependency?
should work now ๐ค๐ผ
external module
it's a default plugin for destructible meshes
at least it is since 4.18
what's wierd, log says where dll was searched at
I clearly see it in engine\plugins\runtime, that particular location wasn't looked in
bunch of other folders in Engine\Plugins\Runtime were
@polar verge the sun temple is on the Learn tab in the launcher
Really is possible do anything just using blueprint?
not really
You can't use it to bake cheeseburgers out of scrap metal.
@floral heart Good point
hey can any of YAALL recommend something in particular from the marketsale!?
for a noob its hard to tell if somethings worth the pricetag or not
hey buddies i wanted to break down something to hear your thoughs, i don't need to implement a system akin to this, but i was wondering if my break down was somehow great for this kind of thing - Let's imagine we are on ARK and we have a super big dinosaur that everytime it takes a step it produces a camera shake on the players that are near to it. I was thinking about doing an anim notify (like you would do for surface detection and sound cue triggering) that will spawn a multisphere trace by channel (or box) on the foot location of the dinosaur, then filter all the players, loop them and play a camera shake on each of them. What do you guys would do instead?
@final owl You can drop me a PM with thing about which you're wondering if they're worth it, if you want, but I can't really say anything would be worth the money in your case without any direction ;3
I'd recommend this.
https://www.unrealengine.com/marketplace/runtime-mesh-component
Hey I have a quick question dor you guys on startup on version 4.18.2 and 4.17.2 I am getting hit by these errors Log file open, 12/21/17 21:24:13
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogInit: Display: Running engine for game: EscapeRoom
I have already tried deleting the saved and intermediate but to no avail
has anyone encontered this before?
just deleted a project that i dont remember creating, deleted my entire current project with it
I hope you didint shift delete
LOL
._.
idk what that is ๐ฆ
no...
any way to recover old project? folder is still there but i try to reimport it to a new project and half my hud BPs are missing and player functions are gone
so annoyed
they need to be under the exactly same folder hierarchy
same naming, same everything
just think that when you migrate a folder into a another project it creates the actual folder hierarchy
so the redirectors can find things
yeah its got the same folder hierarchy
when i deleted that project it must've deleted some of these files - can't even find the hud widgets where i see other widgets that DIDNT get deleted
dude i got borked somehow
so upset
in the OLD folder too
they're gone
if you cannot see the stuff under content/ neither they are gone
if you really want try to recover something you can try with recuva, but i don't really recommend doing it so
at the end of the day you are learning, repeating over again a mechanic is not worthless and would be good for you to remind yourself certain things or improve some systems you already crafted
but next time remember to set up a repository
perforce, svn or github
yeah im trying to see the upside here with re-learning stuff
its funny you mention the source control thing - i was just thinking last night it was going to be one of the next one or two things i learn
if you need any help setting that up pm me
not re-learning necessarily but going over things twice
i'll definitively help you out
no problem!
@vorixo#7101 you could just send a message to the players ShakeCameraFromImpact with coordinates of impact point and players calculate if the want to play that shake or not
imho it's cheaper than doing a sphere overlap
you can pass something like "intensity" too and then it can be reused for other things, like falling rocks, explosions and etc
What are the best applications to setup web server on my PC?
XAMPP or Apache?
oh wait XAMPP is Apache
ive got 100$ pay pal for anyone who can help me with my issues deploying to IOS. I have a Imac I have proper provisions certs just having some unresolved issues. Pm Me if you have time and want to make some quick cash.
@vale osprey hi! Thanks for the heads up! What do you mean by "sending a message"
an event or an interface call
depends how you want to do it, I don't think that anim notifiers work servers side, so on client you would need to send this message only to the client itself
The main fact is getting the reference of the players
Thats why i suggested a multioverlap
but that has to be executed only on the server then
otherwise each of your clients will send message to all of other clients
Yeah thats the problem i saw here, for cam shake you need at least the controller, for a simple footstep sound is more simple since the sound is spawned at location, and you cannot do that in this case
So how would you send this message to "each client" from the anim graph then?
#multiplayer might be a better place for this question. I think there was an easy way to execute a function only on instance of the client that is himself
that's the point, you don't need to send it to each client but execute it on the same client as anim notif is local
but I can't tell you specifics unfortunately
Lets do something instead rolling around since im super interested ill implement it anyways and say if i encounter something :)
Thanks for the advice
Since it was a design question i didnt know if this was the right place hehe
how to change the pivot of select and translate objects (w) ?
it shows that left is actually upleft and so on I want that left is left
@vale osprey https://gyazo.com/b27985bc4e81f1a3268d2a8acbdc162b.gif really easy. I couldn't tell before trying haha
fast bp proto
GetPlayerController, does that one works correctly in MP?
like owning player is always index 0?
get the 0 in this context represents the local player
ok
works on both dc and listen server
nice
Anyone having a problem of every time the editor is loaded you are having to re compile all shaders?
@Mr4Goosey#8437 @floral heart thx 2 u both!
@bitter iris No, but I saw people reporting it on the ue4.18 announcement thread on the forum since 4.18.2 came out.
Have devs seen it do you know
@rocky portal Make a name that is themed around your style of game
@bitter iris For those having this issue with the shaders compiling, try deleting the folder AppData\Local\UnrealEngine\Common\DerivedDataCache .
no problem
Atleast It's clean
Ahahahah
you should see the persistent level graph
there are like 4 comments and over a thousand nodes
Lul
just offically became an athiest
Is there a really good Collision tutorial somewhere?
I've asked a lot of collision related questions and it seems I'm still confused as to whats going on.
What's confusing you?
I have project at H: drive and when I do stuff in it for one hour My C: drive has shrinken 10gb? why? how to disable?
It's a bit of a long story, I want to move an object with the mouse and place it in the world. I had it working prior but I wanted to make it more complicated.
I have an object class called placeables, it switches materials when it is valid to be placed. Initiallly I wanted it to just do so on the ground.
Then I realized I needed it to be able to be placed on both the ground AND other placeables that have been finalized and placed.
I clearly don't understand how Overlapping events work because whether or not I can make them work seems to be up to luck:
- Set Generate Overlap Events to true on the static mesh (I've printed this to string on each object in the scene just to verify I did it correctly).
- Set placeables to use a custom collision that generates overlap events for everything except camera, the Object Type is set to "Placeables".
- ActorBeginOverlap I set the invalid material, OnEndOverlap I set it back to the light green valid material, I also set a boolean IsOverlapping to true/false accordingly.
However for some reason Overlap events aren't being generated.
ActorBeginOverlap never fires, Get Overlapping Actors returns an empty array, etc.
Have you tried using OnComponentBeginOverlap?
Do I need BindEventToOnComponentBeginOverlap for that?
I can't seem to just place that event node
No you don't need to do that. Just right-click on the component you want to use for collision and select Add Event\Add OnComponentBeginOverlap
Ah I see
Unfortunately that is also not being triggered
The print string attached to the event never occurs
Can you post your collision settings for the component?
Yep
And do all your static meshes have a collision?
Do your static meshes have their collision response to Placeables set to Overlap or Block?
Overlap
Could you post your collision settings for one of them
I'm just using the default mannequins to test with, I can post their collision settings as well
Yup post that
Hmm that all looks right to me. Not sure what else to do, sorry
Only thing I can think of is try to put the Placeable's collision component as the root
Ah thought you were using a separate collision component. Yeah it's already the root
Try doing show Collision in console and confirm everything has a collision
K I'm just testing it with this by the way:
I don't know if testing it that way is stupid
That should work
show collision works, shows the capsules on the players, but since the collision box is ~1% smaller than the object it doesn't show very well on the object
You can see it in wireframe:
You're going to laugh at me
While testing it with wireframe and collision mode on it started working lol
๐
Just to make sure, I created a project with the same settings and it works so I think something must have bugged out
I appreciate it, it's working now, though I'm lost as to what happened
did you tick Generate Overlap Events on both of your actors?
btw I'm in sore need of some physics asset tutorials, anyone got any pointers?
I did Vivraan
I know literally nothing about physics haven't gotten that far ha
Evidently if you change navigation data you can encounter a bug where you must restart the editor before it begins working again.
Hey guys i know I ask a lot of questions here
I just want to thank you guys for answering them
ops
fixed
Here's my christmas gift a free grunge texture I made ๐
Cool idea
Is there an obvious reason my decal component only works on Actors and not HUDs\Controllers?
yes
Decals project on the world....
ergo, the object that has the component probably wants to be tangible and in the world
Controller should work, prior to 4.18
I'm on 4.18, I don't want it on the Actor as I can control many actors at once, the decal then ends up spawned many times.
what's the decal for?
Highlighting the mouse position in the world.
i.e. Issuing a move order or interacting with objects on the ground.
When it's spawned many times it gets blindingly bright and I can't imagine it's good for performance.
Create an Actor for your decal and keep a reference to it in your player Pawn/Controller
That way, you only need to spawn it once
Currently, you have a decal component on your controller right?
Yes.
Right, so instead of doing that, create a new Actor blueprint and add the decal component to that instead
And then spawn it from your controller and keep a reference to it
And just set its visibility for when you do/don't need it
thx
How to you know the mininum requirements of your game?
you test it
@plush yew Basically build test machines and see how it goes
Or have a beta program and sample what people have, what framerate they get
We had people self-report performance & hardware, and we had pretty basic machines to start with
So it was easy to put a "recommended" level
Ok thaks
Where it would be best to make collision body for a mesh: in unreal engine, or software it was originally made in?
@drowsy marten UE4 will generate sensible collision bodies from meshes, most of the time.
I have done a manual collision body only a handful of times (in 3D editor)
Apparently i don't get that inside UE, because my character does not fall through hole in the floor.
Nor does a projectile
Well, that's for static meshes - characters are definitely a different issue. You'll design the collision for them in the physics asset.
Where can i look deeper into that?
Falling or not is a bit more involved than just having a collision body
Depends on what you want to know, really. Static meshes, when imported, should always have a working collision box that's not too bad (but often requires some adjustements with the convex collision tool). Skeletal meshes require some work.
Is your floor mesh the issue ?
Perhaps i should show what kind of mesh i deal with.
I think I got it - you have a hole in a mesh and want stuff to fall through ?
Yes, but there is more...
The character gets stuck if its put inside the building.
no matter how much of a free space is around
So, general rule of collisions is, don't ever have anything hollow
Hollow collision bodies do not exist, and as such, you're always going to end up working on how to break them up.
Couple of exceptions
One moment...
This is how wall looks like http://prntscr.com/hr1a3i
And this is the wall for the interior.
It doesn't look to me it should have any issues with collision body, and yet it has.
@drowsy marten You can't design a playable interior that way.
It needs to be broken up in smaller parts that have convex shapes
Now i'm getting somewhere. I have tried to make as little parts as i could, because there already was plenty of them to being with.
You can workaround by playing with collision settings and using "complex" collision
Now i'm confused, because that's what i set up http://prntscr.com/hr1g64
That should help. But really, this isn't something that can work at scale
It works, i can walk inside the walls and in doors.
But i still can't do the same inside the building itself.
The problem with this is, you'll bump easily into invisible details, performance will be much worse, etc
The correct approach is to break the model up
You can also just disable collisions, and create blocking volumes to block out the real walls in the scene
(actually a pretty legit options for games)
If you're doing archviz, well, the complex as simple method works
That's exactly what i do. But still complex as simple still does not make the hole in the floor an actual hole.
Can you show me the hole ? I don"t see it
Oh my goodness it was all my fault to begin with, I have completelly forgot about pieces inside the wall that may generate massive collision box.
it was all actually working.
This model was not meant to be used in unreal engine in the first place.
Okay
I had to make many changes in order to make it suitable for export.
I imagine. I'm just saying, in case you didn't know or other people wondered.
What ever it takes to make things work.
my hunch tells me, i'm doing something very wrong http://prntscr.com/hr1pf0
I understand the sentiment. But with many people being beginners here, I default to teaching the clean, optimal approach ๐
Wouldn't it supposed to be a single imported model placed in multiple places instead of multiple models exported from original scene?
that depends on the options you used when importing. You might not have chosen merge
Yep, it's also an option
Yes, i did not use merge, it was recomended for me by other architecture designers.
"It doesn't look to me it should have any issues with collision body, and yet it has."
you can't have a single collision primitive for such geometry
The best, clean way to work is to design modular elements that fit together, and assemble them directly in Unreal Engine 4 (each with simple, box-like collision)
if you don't want/can't make it modular then you need to provide convex collision meshes during import (UCX)
meaning you have to make them in your modelling package
Complex as Simple can work too, but it has a serious performance hit
I'd like to make modular meshes, but my work does not make it viable, since i make real houses.
I woudn't use it unless your geometry is very clean and simple
I did that in past, but not in UE4
depends on your pipeline
if you are remodelling cad models then you can make it semi-modular
but again, just using Complex as Simple collision should be fine if your model is clean
ideally you would still cut it into pieces so it's easier for PhysX to cache it
make some templates for interactive doors and bring sockets from modelling package where those doors should be installed
you can use mesh collision
but be careful with that
just have an "LOD-d" verson of the mesh and use that for collision
Does unreal allow you to make rendering less "bloomy", i see it everywhere in games made with UE?
Any sneaky ways to avoid performance drops when doing camera fov changes like sniper scope aiming?
Possibly moving the entire camera forward instead of just changing the fov?
narrowing the FoV shouldn't cause performance drops
your problem is very likely elsewhere
narrowing fov should actually improve it becouse frustrum cull
Well from 90 fov to 10 fov it causes about a 25% drop in fps when aiming
lless stuff to render
you're rendering less, so performance should actually get better...
The lower the fov change, the less it affects performance
So like 90 to 80 is unnoticeable
like I said, the act of changing the FoV isn't the problem
it's something else you're doing
could be because of lods
Testing on a very barebones scene with no LODs
The only thing it is loading in would be very sparse grass planes
Like 50 tris maybe
Itโs not lots though, itโs extremely sparse
But will try without them and see
Overdraw is barely light red
Zooming in at a patch of bare land (a basic terrain mesh), I go from 98 fps to 70 fps
Nothing is changing other than fov on a timeline- no additional hud elements or anything else popping in / being rendered
Even happens with a skybox stare
I had always assumed that there's just a drop due to the fact that your camera is further away from the point you are rendering, but it's not worth losing 30+ fps while aiming
This is an extreme fov change- it's fine for smaller amounts
Testing on an empty map doesn't have that issue- I guess it could be to do with the size of the terrain mesh or something else, not sure. I'll just try to avoid large fov changes I guess!
change it gradually?
It happens over about .25 of a second smoothly
But I guess it's likely still rendering whatever is around the camera (as other players can still run across my scopes vision)
So it's not culling that, and then having to render whatever is being viewed at a distance too
I notice the same issue in PUBG and other games, just would be great to have much less impact as it's frustrating to lose performance when taking aim
it will be frustrum culling based on FoV
Well I suspect something nearby isn't being culled as on the empty map the with nothing to cull beside me, the issue wasn't present. Thanks for the help anyway, I'll see if I can avoid the problem
there's a command to freeze rendering
if you use that, you should be able to see what is / isn't being culled
Very cool command, thanks a lot
Turns out the instanced foliage even BEHIND me isn't being culled
And large rocks/trees that aren't visible when zoomed in
Gotta do some serious cull tweaks!
It seems the instanced foliage is only distance based to cull, not camera frustrum based
Hi! Fresh noob here.
Trying to understand how Unreal works for some of ideas I have in mind...
It works for 90% of what you have in mind
What is best practice for inventories.... DataAssets as Inv items or Structs?
depends how you want to define them
if you use datatable then you can populate your struct with it
but all changes will be external
with DataAssets, all your content stays inside of the UE4
but you don't have ability to do batch editing
so for an RPG with a lot of items I would go with storing everything in UObjects and populate them from data tables
but for a FPS with more intricate items DataAssets could work better
another thing about Data Assets is that nothing stops you from creating a data asset that will function as a dictionary of all items
you have a stuct for your item defined in c++, in your data asset you add a member that is an array of those structs
then you can manually add and edit each item and refer to them from any other class
but this helps you only with a "template" of your items, not storage of individual instances
unless you don't do any modification to them
then it fine, your inventory can be just an array poiting to index of an item in data asset
oh my god i exported a blueprint as a t3d a while ago and now the original blueprint is gone.. because I thought I backed it up. but t3d's are not even supported.. wtf do i do why was I even allowed to export as a t3d
@vale osprey thanks for the write up. I'm not really sure which would be the better solution for me. Actors are easier to work with, but spawning a bunch of Actors from data in MySQL on load would be slower than working with just data
Because weapon modding system makes weapon's complicated
essentially have a system where (if allowed) you could put scops on top of scopes on top of scopes to infinity
thus working with an Actor is easier in inventory
because you dont have to worry about destroying and re-building this structure
well, these are two different things - how your instance of an item is made and how you desribe properties of and item, data assets are for describing properties
yeah...i could use some kind of Struct I'm sure
because I would just need UClass* for the Item, and any properties for dynamic things like Durability
OR ...just handle Actors in inventory
and store out their properties and class name to MySQL
for persistence
I have my web server and db setup, but now I need to re-think a bit my design
before I commit to anything
I was just going to maintain weapon properties on the blueprinted class...so don't know if i would need DataAssets for this
How does one post a thing in the "Looking for Talent" channel?
They read
anyone knows why everytime I re-open my project it has to compile shaders again?
It's so annoying
It only started happening yesterday
@chrome ivy ask it in #legacy-physics
Anyone here????
friends?
i will just leave my problem here until maybe if someone comes and is able to help
I want my water to have a splash particle effect whenever it hit an object or anything with collision, but i dont know when to set the initial location. because the location the water might hit depends on different variables and is not a set number like a waterfall or rain drops
Hey guys this is problably a very stupid question but does any of u know how steam games are showcased? like i was wondering what if randomly uploaded a steam game and it passed all the steam greenlight stuff (ps i dont know if steam greenlight is still used bwe) would the game get some attention just from that ? im asking this because for indie development i think everyone knows its rly hard to get attention so i wanted to know if just by publishing the game on steam i would get some fine attention, btw i know that if the game is free its problably gonna get alot of attention anyway. im not english so plz ignore my errors .
Relying on basic platform exposure like that is not a great strategy.
Also asking 3 different channels on this server is not a great strategy
lol
@sudden crescent in past, each game would get about 2mil views quota, but this wasn't for Greenlight games.
Currently, no idea, most likely that number is much smaller and steam really likes to shuffle games into some obscure categories
for example, my featured page almost never shows indie games, but shows stuff like AC again and again
i know its not the best strategy but theres not that much of a option
short answer - no, don't count on any exposure just from publishing on steam
thx @vale osprey
there are plenty, like hiring people who professionaly promote games
yeah ive tough about that
Basically have a good game and be willing to spend money to get it in front of people.
i was just rly wondering just how much people would see my game if i just straight uploaded it to steam
You can also have a bad game and spend a lot of money to get it in front of people
You'll get a small bump before being quickly crowded off the front page
k guys thx
np
@sudden crescent this kind of data is either in FAQ or can be answered by Steam
in past, even if people woudn't know, they would double think before posting as it was under NDA
makes sense, thanks guys
is there a blueprint node that repeats 1 second?
i need to loop a curve and would like to feed 0-1 over time and start over again
Actually if I could get rid of the curve would be better, I'd like to tween between values and then continue to a new value
You need a... Timer? I dont know if i got your question right
I need a value to go from 0 to 1 over time and then repeat
So Sin(Time)?
no because that goes back from 1 to 0
and then back up again
also sin gives -1 one i dont need that
k
I could adjust the curve but, like I said if there is a way to tween floats that would be nice
without curve would be preferable
0.5 + 0.5*Sin(Time)
yih but that function yoyos though
I could use that but I need the curve to reset.
But if I can get rid of the curve that would be nicer. Finding a way to tween values.
Sawtooth curve?
@digital anchor thanks that might be it
yih that's it
@digital anchor this is for materials
is there something similar for logic blueprints?
yeah but i need that 0-1 value
there is fraction node but not sure if it's the same thing
Fraction
looks like it is
Returns the fractional part of a float.
will be 0 - 0.99
Im plugging in game time in seconds but doesn't seem to work
I don't know what changed but it works fine
๐
๐ guuh night
im new
Nice I just saw that
the gaming industry has rose from 99 bil market cap to 116 bil
can anyone recall any topdown shooters with jump ability? I have some ideas but need research materials ๐
I've seen a dungeon crawler which you can jump between pillars to dodge spiders before. Can't recall the name
I don't think so. Maybe some Amiga game where certain objects would grow in size as they went 'up'. Or maybe I'm thinking of Duke Nukem 3D in map mode.
I saw it in one of totalbiscuit's WTF series. But just went through all three hundreds of them. Couldn't find the one ๐ฆ
Everytime I reopen my project it starts compiling the shaders of the level again (and any other level I open), anyone knows how to fix this? @ me please
@sharp crest delete the folder AppData\Local\UnrealEngine\Common\DerivedDataCache .
trying now thx
@oak quail I would recommend posting on the answer hub and then posting a link here
hm rip xD
Gotcha mate
๐
Thats the official support forum of UE4 from what I know
@upper heart Worked thanks!
no problem
Well I pretty much sent my question, let's just hope someone is willing to help XD..
Geez, the Support Center that is just text on the main website is just confusing for me..
If someone is willing to help me set up Unreal Engine, Danny#5059 .. I would be greatful
< back from vacation
< afk again XD
hello guys
is it good idea to set values to variables only in Editor and not in source?
i mean UPROPERTY(EditAnywhere)
i mean this. which one is better?
yeah you should pretty much always set in editor if you want to change them later
else you will have to recompile
its called "hardcoding" variables, yeah not good
what if i dont need to show my variable in editor.. is it good practise to use UPROPERTY anyways?
if you are sure you wont need to change it later... then its preference
what do u mean by change.. I am pretty sure i can edit variable's values after compile without using UPROPERTY
in function
but then you need to compile again
๐
u mean that i dont need to compile if i change values of variables in editor ๐
hey guys
if anyone can give me an answer i would be grate
but
Lets say i made an animated water attack for my player to use, but i created it on a third party software, and then imported it to UE4
what would the water be
an actor or particle efefct?
does the water have some kind of geometry ... most objects are actors in ue4
probably could make it a particle effect attached to an actor
with collision and a bp to handle damage events
check out projectiles in the fps template
this might help too https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/SpawnAndDestroyActors/Blueprints/index.html
In this guide, we use Blueprint to spawn an object when a button is pressed and destroy it when the button is pressed a second time.
@last kite Thanks
the water will be able to move around, like similar to the water worked in the avatar: The last air bender
ah ok, definitely want a particle effect for that
but that will still be an actor right?
lol
I guess another way would to bring it in as a mesh and make a material which behaves like water
Is there any text about the Windows being the main problem for the instalation of the Unreal Engine?
Because I had to figure that on my own :I
Windows 7 does not work with Unreal Engine
noicee
I mean damn, It took me 3 weeks to figure this out with thousands and thousands of guides
@last kite so you can add mesh to particles?
@ashen frost ue4 uses component architecture you can attach objects to almost anything you can imagine ๐
no problem
UE4 has always worked just fine on W7 for me in the past
I'm on W10 now, but I don't think it'd ever stop supporting one of the most-used OS versions ๐
So I'm guessing that was a driver issue or something along those lines
@oak quail
It just wasn't anything about that
I litteraly did not understand the problem
I had everything installed
When I switched to windows 10 and installed the same things I always installed
It somehow worked
And it wasn't me on windows 7 that was a mistake, I remade the computer thousands of times
It probably was an old version of it?
@plush yew why you block me?
When your latest blueprint is named PhysCollisionHandlerBlueprintWhatIsThis, good things are bound to happen.
Hey! Why is my particle cloning when moving?
Merry Christmas, Blueprint
ใชใใจใใงใใใใฉใGIFใฎ่ฒๆฐใใญใใทใคใปใปใป่ชคๅทฎๆกๆฃ้ ๅผตใฃใฆใใ https://t.co/vouibBFvaz
hi, i just downloaded a model of an eye from net, and there are 3 textures, 1 for base, 1 for normal and then there is a 3rd one but its black and white. what is it?
couldn't say without seeing it
also, Shooter Game C++ project, I assume those character assets are still using a non-default rig?
seems that way
okk thanx
hey all
Hello again all, I just wanted to publicly apologize for what I said regarding pxjordan a while ago, I was very wrong in calling him out like that and I shouldnโt have said what I said, however the damage is done now, I saod it and I canโt take it back, I realize now, though it is too late, how unprofessional it was on my part. I attempted to reach out to Jordan and apologize directly and as I thought he did not accept it so Iโm hoping that I can repair at least a little of the damage I have done and apologize to all of you and him as well here, publicly. I was wrong. I was stupid. I shouldnโt have said what I said and I certainly shouldnโt have done it publicly. You all may say what you like and I will respond to anything. I want to really stress how deeply sorry I am though and I hope that maybe some day our differences can be put aside.
@dry wraith WHAT HAPPEND? WHATS THE DRAMA
@patent arch I deleted it, it was something that shouldnโt have been said donโt worry about what it was
wasn't that when a bunch of people were actively telling you it was a bad idea? lmao
I absolutely love drama please pm me more
@worn granite yup exactly
@patent arch Iโm not going to bring it up again, Iโm apologizing not starting more beef
understandabloe
#Trevorwgraphics
glad to see some positive drama lying around
Thanks, its actrually a procedural material, so the wetness, damage, roadpaint, skidmarks, and roadwear can be set to a functions, same with the wear on the concrete. I think im going to add a manhole generator ontop of it and maybe a graffiti module for the concrete.
I think this is more of a #work-in-progress kinda thing btw
That's a channel where people show off their stuff
But it looks rather nice
Is it procedural in substance or such, or procedural within UE4 itself?
its a deisgner sbsar, about 32kb scales from 128 to 4k, so the lods are premade
your probably right about the wip part though, tbh I didnt even see the channel until you mentioned it
You'll just find more constructive criticism there
I rather like the style of these roads, they look rather sharp
its a procedural substance, so its easy to build a function to change the parameters in instanced materials
I'm always up for suggestions, most people just compliment my work, so constructive critisism is actrually very helpful. Im a firm believer in feedback based changes.
I wanted to set it up on a spline generator but, theres always so many collision errors when I do that, the placement of the UCX goes all to hell
I have a constructive criticism for you
Your road looks wet (which I imagine is intentional)
but there are "dry" non reflective patches
They need more work I think
Specifically, they need to just... look better. Some minor adjustment to colors and their parameters would make this even better
While they aren't neccessarily incorrect, they draw attention and make road much more contrast than it should be. A road is a background object, not a foreground one
๐ yea the dryish patches are actrually because I set the water level to that for the contrast in the screenshot.
the water goes from dry to submerged, thats just a .231 above th heght for the gloss, otherwise it feels more like a plastic film, I'll work on the refraction a bit. to adjust the color change you should get from the defraction as the light passes through the water, you should see more of a mie effect not releigh
Cool, I appreciate your dedication
I work with textures and materials myself
Though not substance, we do photosource-based textures and custom multi-layered materials and such
photometry material scanning, or, photo based?
Just photo based
Take photos, do some processing on them to orthoproject them, then take those orthoprojected results and composite lots of them into a texture, re-draw lots of bits, make it tiling blah blah
so your familiar with b3m then?
b3m?
if not it'l be the best 50$ you ever spent, it autotiles and seams images for you its from the people at substance
it can even procedurally modify and blend them.
so you can break up a high quality photoscan with other section of the same scan, though its auto dehighlighting is awful, still a by hand job to remove shadowing.
Oh, no, I'm tiling things manually
I don't need automatic tiling since I go through every pixel on the texture to check it anyway
So tiling does not take up any extra time, just a natural part of fixing up workflow
But
I will most definitely look it up
Never know when an extra tool might come in handy or change workflow
I remove shadows and such manually, got pretty fast at it. I find it fun, really
you should check it out, you'l love it. taking a 24mp photo and making it a seamless texture in 40 seconds is worth it.
by seamless they really mean it.
The textures I do are usually composites of 30 to 100 photos
Though if you don't count orthoprojecting multiple photos, it's more like 1 to 5 different sources
From the sounds of it your doing human skin am I wrong?
I paint over various defects and such
No, actually the last examples would be marble and granite
Very specific marble and very specific granite
It's a real scene that exists in real world, so it's that specific marble and specific granite in that case
that actrually does sound fun.
so do you use a linear polorizing filter or a circular to remove the shine on the granite for scanning?
I'm not 100% sure on that, I don't remember what lens my team (who took photos) used
But ultimately I remove speculars by virtue of overlapping photos
I've instructed photo guys to take photos in a specific way which ensures that speculars mostly move across the wall as they take photos of it
So the end result is that I can always overlap specular with a non-specular part from another photo at no pixel quality loss
So scattered reflections... check it out
Normal UE4 reflections
Scattered reflections
It's an important aspect to the granite we're doing, changes speculars big time
I've never heard of that process before, though I know techniques that same similar results thats really cool
It makes speculars distance-dependent
I tend to use a combination of linear film and lenses to remove the specular color and reflection/refractions from the base photos
Well
There is one extra consideration
We can't really use filters - we're already in very low light conditions
I think my photo guys didn't use any extra filters beyond basic coating on the lens
And I would tell them to not use filters when possible in general
Do you know what EV means? I can tell you relative EV of our scene to a normal sunny spring day, if you wanna understand how low light we're talking
linear lenses only blockout polarized like so the reflection itself rather than the ambient reflection, though I will say my method is faster, your method acheives accruacy in specular changes over distance. thinking about programming that made me bleed from the ear a little.
did you have a Par rating of the light, sorry no im not familair with ev
No, I'm afraid I don
don't
EV offset is how much exposure correction you have to apply to match two lighting conditions
Like if you open up photoshop, you can correct exposure
E.g. cloudy day relative to sunny day is approx -3.00 to -6.00 and so on
We use EV's to measure relative scene brightness since UE4 lets you specify exposure offset
So we just have reference EV numbers we use to ensure lighting is correct on scenes
When we don't know light configuration (output power etc)
Anyway, EV for common scenes we do start at -8.00 relative to a sunny day and go down to -16.00
If I remember right, one unit of EV equals half the brightness... or was it half the intensity?
So -8 would be 1/256th, -16 would be 1/65536th
For a fixed f-number, knowing EV offset makes it easier to calculate ISO/shutter, but I let the photo guys figure out best settings in-field
Coming from cgi, i'm more familiar with the physics side rather than the film. So I everything I do is translated into par ratings so I can translate that into whatever software im using to achieve the same result across multiple platforms. Par, containts brightness, lumins, spectrum ect... so you guys were in pretty lowlights heavy clouds or maybe a cave?
so probably like a 1.6 par, to bring that to daylight I'd probably use a 70mm lense with a 1/10th shutterspeed and a f22
We don't take photos in tunnels since it's physically nearly impossible. Tunnels start at EV -12 and go down well below -16 sometimes. In normal terms, there's just not enough light for us to get any suitable result
The nature of filming in the metro means little to no use of tripods
Which means shutter speeds of 1/60 or less
And higher f-numbers (which makes things worse)
handheld gimbals are pricey too
Luckily the current camera is (so far) adequately light sensitive
So we can get by at EV-8, but it starts being noisy at EV-10 (considering F-number, our lens type, minimum shutter speed etc)
No tripod is both due to subway policy and just to save up on time
Good lens, high sensitivity camera + no tripod = 100 photos, out of which about 50 end up decent and are sufficient to build a high-res "stitch"
without a tripod the best you can really get away with is 1/256 humans are just to shakey for anything faster
Indecent photos are usually ones where cameras own stabilization failed. We find that it randomly fails in two consequent photos for example
Oh no
You can get by with 1/60
The sensor is stabilized
It has electromechanic actuators that keep it steady
When those actuators work fine, it's sharp and really good (as good as the lens are), but sometimes they fail and image ends up visibly blurry
They work approximately 50% of the time, for whatever reason haha
helllofa camera, I have a new nikon af-p vr2 and in lowlight i can get away with anything lower
crazy good stabilization on that
whatever your using
I don't know what we use, but it's decent. But what I want us to use is Sony A7
That camera is a beast
If you have correct lens, you can take daylight-like sharp and clear photos when you only have moon in the sky
I want nikon to release the 128mp camera they made as a proof of concept.
That's EV-16
In other words, it would absolutely pick up anything in the tunnels (albeit that also involves F-stop that makes depth of field painful)
I don't care about MP count, since we can always stitch more photos together
I started textures for this project with a 8 MP camera I think
Don't mind the gear thing, that's not supposed to be visible
Ultimately, I do a lot of drawing on the final thing so if there's some noisy part, I redraw it
Why bother if I can get 100 to 1000 MP with just advanced processing and lots of lower res photos (with correct lens etc)
because nasa wants to spend 35million on a really big toy
and then pay someone like you to touch it up
Haha
Or a 1000 Gigapixel image touched up by an algorithm.
@slender monolith You seem cool, if you wanna talk about texturing anytime, just highlight me or pm me ๐
I wish I could show more illustrations and examples of my work, but at this point I can't
Cool
This is something I worked on recently, but don't mind the intense speculars, it's my test scene
I use intense speculars to check normals and low-angle lighting
Check for subtle errors in normal map and so on
the specular can also be atrributed to humidity and other factors so I wouldn;t say its off at all
seems like it should absorb more light though
It's a very dark material
Looks black in real life
Nearly
It's all about relative exposure and how you view the same intensity!
i added you as a friend on discord here. not often i get to intelligently talk to anyone about stuff like this without that nod, where you know everything your saying just became a foriegn language.
you do really nice material work though
Thanks!
I can explain anything you want in detail, I love sharing some experience and such, makes me learn a lot in the progress
one day when I opened my project this thing shows up and doesn't let me go into my project
Log file open, 12/24/17 14:23:36
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogInit: Display: Running engine for game: MyProject3
LogPlatformFile: Not using cached read wrapper
LogInit: Display: RandInit(881882119) SRandInit(881882119).
LogInit: Read version file with build ID '3709383'
LogInit: Overriding engine version to CL 3794801, compatible CL 3709383
LogInit: Registered custom module enumerator with build ID '3709383'
LogTaskGraph: Started task graph with 5 named threads and 14 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.173727
LogD3D11RHI: Aftermath initialized
what am I doing wrong?
it crashes only on a project, and doesnt crash on the other projects
Hi all I was talking to a friend and he said that there is a game coming out using the UE 4, and in this game there is a mechanic built in that if you Kill on site to much it messes with the characters mind some how. How would this be set up does anyone know where to look somthing like this up??
I have a quick ultranoob question. how do I move assets to a folder under the current one?
using file explorer breaks everything up, so I think it's on the content browser, but... I can't go back in folders ( I think)
Is there any current/still applicable, gentle video tutorial for complete unreal morons like me? Something like roll-the-ball tutorial for unity
@taro Yes, the official Unreal Engine youtube channel has pretty good tutorials. Or you could just click buttons in the engine till you know what they do. Worked for me.
@flat scroll https://www.youtube.com/user/VirtusEdu/videos
Ever wanted to be a game designer, web designer or even a graphic designer? Here's you'll find loads of awesome video tutorials! On my channel you will find ...
this has some wonderful tutorials too
Yeah he's good too.
bumped into this channel yesterday, I'm learning really fast. be mindful that he focuses a lot at level design/shaping/modeling/etc so you may skip some videos and go back to this later
Anyone knows how to make your character stand on a moving mesh?
It seems the character will always bump upon it
I tried can stand on property,doesnt work
full body?
I'll show you with a video
How to upload a video to discord?
@chrome ivy
I'm using a physicsasset for my dragon's body collision
I see
well
you need to switch Can Character Step Up On to true for both your capsule collision and the mesh.
You need to switch Can Character Step Up On to true for both your capsule collision and the mesh.
I can see that it is set to true only for the mesh.
Unreal Engine has some very strange features. However, your mesh collision doesn't really matter when you have a character. Only the capsule collision matters. Of course, the mesh collision would matter if you would make your custom character derrived from a pawn.
Pawn inherits the character class.